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blender-archive/source/blender/draw/engines/eevee_next/eevee_engine.cc
Clément Foucault f18067aa03 EEVEE-Next: Add Film and RenderBuffers module
This modules handles renderpasses allocation and filling. Also handles
blitting to viewport framebuffer and render result reading.

Changes against the old implementation:
- the filling of the renderpasses happens all at once requiring
  only 1 geometry pass.
- The filtering is optimized with weights precomputed on CPU and
  reuse of neighboor pixels.
- Only one accumulation buffer for renderpasses (no ping-pong).
- Accumulation happens in one pass for every passes using a single
  dispatch or fullscreen triangle pass.

TAA and history reprojection is not yet implemented.
AOVs support is present but with a 16 AOV limit for now.
Cryptomatte is not yet implemented.
2022-06-30 22:45:42 +02:00

219 lines
5.9 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2021 Blender Foundation.
*/
#include "BKE_global.h"
#include "BLI_rect.h"
#include "GPU_capabilities.h"
#include "GPU_framebuffer.h"
#include "ED_view3d.h"
#include "DRW_render.h"
#include "RE_pipeline.h"
#include "eevee_engine.h" /* Own include. */
#include "eevee_instance.hh"
using namespace blender;
struct EEVEE_Data {
DrawEngineType *engine_type;
DRWViewportEmptyList *fbl;
DRWViewportEmptyList *txl;
DRWViewportEmptyList *psl;
DRWViewportEmptyList *stl;
eevee::Instance *instance;
char info[GPU_INFO_SIZE];
};
static void eevee_engine_init(void *vedata)
{
/* TODO(fclem): Remove once it is minimum required. */
if (!GPU_shader_storage_buffer_objects_support()) {
return;
}
EEVEE_Data *ved = reinterpret_cast<EEVEE_Data *>(vedata);
if (ved->instance == nullptr) {
ved->instance = new eevee::Instance();
}
const DRWContextState *ctx_state = DRW_context_state_get();
Depsgraph *depsgraph = ctx_state->depsgraph;
Scene *scene = ctx_state->scene;
View3D *v3d = ctx_state->v3d;
const ARegion *region = ctx_state->region;
RegionView3D *rv3d = ctx_state->rv3d;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
int2 size = int2(GPU_texture_width(dtxl->color), GPU_texture_height(dtxl->color));
const DRWView *default_view = DRW_view_default_get();
Object *camera = nullptr;
/* Get render borders. */
rcti rect;
BLI_rcti_init(&rect, 0, size[0], 0, size[1]);
if (v3d) {
if (rv3d && (rv3d->persp == RV3D_CAMOB)) {
camera = v3d->camera;
}
if (v3d->flag2 & V3D_RENDER_BORDER) {
if (camera) {
rctf viewborder;
/* TODO(fclem) Might be better to get it from DRW. */
ED_view3d_calc_camera_border(scene, depsgraph, region, v3d, rv3d, &viewborder, false);
float viewborder_sizex = BLI_rctf_size_x(&viewborder);
float viewborder_sizey = BLI_rctf_size_y(&viewborder);
rect.xmin = floorf(viewborder.xmin + (scene->r.border.xmin * viewborder_sizex));
rect.ymin = floorf(viewborder.ymin + (scene->r.border.ymin * viewborder_sizey));
rect.xmax = floorf(viewborder.xmin + (scene->r.border.xmax * viewborder_sizex));
rect.ymax = floorf(viewborder.ymin + (scene->r.border.ymax * viewborder_sizey));
}
else {
rect.xmin = v3d->render_border.xmin * size[0];
rect.ymin = v3d->render_border.ymin * size[1];
rect.xmax = v3d->render_border.xmax * size[0];
rect.ymax = v3d->render_border.ymax * size[1];
}
}
}
ved->instance->init(
size, &rect, nullptr, depsgraph, nullptr, camera, nullptr, default_view, v3d, rv3d);
}
static void eevee_draw_scene(void *vedata)
{
EEVEE_Data *ved = reinterpret_cast<EEVEE_Data *>(vedata);
if (!GPU_shader_storage_buffer_objects_support()) {
STRNCPY(ved->info, "Error: No shader storage buffer support");
return;
}
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
ved->instance->draw_viewport(dfbl);
STRNCPY(ved->info, ved->instance->info.c_str());
/* Reset view for other following engines. */
DRW_view_set_active(nullptr);
}
static void eevee_cache_init(void *vedata)
{
if (!GPU_shader_storage_buffer_objects_support()) {
return;
}
reinterpret_cast<EEVEE_Data *>(vedata)->instance->begin_sync();
}
static void eevee_cache_populate(void *vedata, Object *object)
{
if (!GPU_shader_storage_buffer_objects_support()) {
return;
}
reinterpret_cast<EEVEE_Data *>(vedata)->instance->object_sync(object);
}
static void eevee_cache_finish(void *vedata)
{
if (!GPU_shader_storage_buffer_objects_support()) {
return;
}
reinterpret_cast<EEVEE_Data *>(vedata)->instance->end_sync();
}
static void eevee_engine_free()
{
eevee::ShaderModule::module_free();
}
static void eevee_instance_free(void *instance)
{
if (!GPU_shader_storage_buffer_objects_support()) {
return;
}
delete reinterpret_cast<eevee::Instance *>(instance);
}
static void eevee_render_to_image(void *UNUSED(vedata),
struct RenderEngine *engine,
struct RenderLayer *layer,
const struct rcti *UNUSED(rect))
{
if (!GPU_shader_storage_buffer_objects_support()) {
return;
}
eevee::Instance *instance = new eevee::Instance();
Render *render = engine->re;
Depsgraph *depsgraph = DRW_context_state_get()->depsgraph;
Object *camera_original_ob = RE_GetCamera(engine->re);
const char *viewname = RE_GetActiveRenderView(engine->re);
int size[2] = {engine->resolution_x, engine->resolution_y};
rctf view_rect;
rcti rect;
RE_GetViewPlane(render, &view_rect, &rect);
instance->init(size, &rect, engine, depsgraph, nullptr, camera_original_ob, layer);
instance->render_frame(layer, viewname);
delete instance;
}
static void eevee_render_update_passes(RenderEngine *engine, Scene *scene, ViewLayer *view_layer)
{
if (!GPU_shader_storage_buffer_objects_support()) {
return;
}
UNUSED_VARS(engine, scene, view_layer);
}
static const DrawEngineDataSize eevee_data_size = DRW_VIEWPORT_DATA_SIZE(EEVEE_Data);
extern "C" {
DrawEngineType draw_engine_eevee_next_type = {
nullptr,
nullptr,
N_("Eevee"),
&eevee_data_size,
&eevee_engine_init,
&eevee_engine_free,
&eevee_instance_free,
&eevee_cache_init,
&eevee_cache_populate,
&eevee_cache_finish,
&eevee_draw_scene,
nullptr,
nullptr,
&eevee_render_to_image,
nullptr,
};
RenderEngineType DRW_engine_viewport_eevee_next_type = {
nullptr,
nullptr,
"BLENDER_EEVEE_NEXT",
N_("Eevee Next"),
RE_INTERNAL | RE_USE_PREVIEW | RE_USE_STEREO_VIEWPORT | RE_USE_GPU_CONTEXT,
nullptr,
&DRW_render_to_image,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
&eevee_render_update_passes,
&draw_engine_eevee_next_type,
{nullptr, nullptr, nullptr},
};
}